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Don’t worry about getting things exactly right. Just fo-  Resting
            cus on thinking about what your character would do and
            describing what you see in your mind.              Heroic though they might be, adventurers can’t spend
                                                               every hour of the day in the thick of exploration, social in-
            Active Approach to Roleplaying                     teraction, and combat. They need rest—time to sleep and
            If descriptive roleplaying tells your DM and your fellow   eat, tend their wounds, refresh their minds and spirits for
            players what your character thinks and does, active role-  spellcasting, and brace themselves for further adventure.
            playing shows them.                                  Adventurers, as well as other creatures, can take short
              When you use active roleplaying, you speak with your   rests in the midst of a day and a long rest to end it.
            character’s voice, like an actor taking on a role. You might   Short Rest
            even echo your character’s movements and body language.
            This approach is more immersive than descriptive role-  A short rest is a period of downtime, at least 1 hour long,
            playing, though you still need to describe things that   during which a character does nothing more strenuous
            can’t be reasonably acted out.                     than eating, drinking, reading, and tending to wounds.
              Going back to the example of Chris roleplaying Tordek     A character can spend one or more Hit Dice at the end
            above, here’s how the scene might play out if Chris used   of a short rest, up to the character’s maximum number of
            active roleplaying:
                                                               Hit Dice, which is equal to the character’s level. For each
              Speaking as Tordek, Chris says in a gruff, deep voice,
                                                               Hit Die spent in this way, the player rolls the die and adds
            “I was wondering why it suddenly smelled awful in here.
                                                               the character’s Constitution modifier to it. The character
            If I wanted to hear anything out of you, I’d snap your arm
                                                               regains hit points equal to the total (minimum of 0). The
            and enjoy your screams.” In his normal voice, Chris then
                                                               player can decide to spend an additional Hit Die after
            adds, “I get up, glare at the elf, and head to the bar.”
                                                               each roll. A character regains some spent Hit Dice upon
            Results of Roleplaying                             finishing a long rest, as explained below.
            The DM uses your character’s actions and attitudes to   Long Rest
            determine how an NPC reacts. A cowardly NPC buckles
            under threats of violence. A stubborn dwarf refuses to let   A long rest is a period of extended downtime, at least 8
            anyone badger her. A vain dragon laps up flattery.  hours long, during which a character sleeps for at least
              When interacting with an NPC, pay close attention to   6 hours and performs no more than 2 hours of light ac-
            the DM’s portrayal of the NPC’s mood, dialogue, and   tivity, such as reading, talking, eating, or standing watch.
            personality. You might be able to determine an NPC’s   If the rest is interrupted by a period of strenuous activ-
            personality traits, ideals, flaws, and bonds, then play on   ity—at least 1 hour of walking, fighting, casting spells, or
            them to influence the NPC’s attitude.              similar adventuring activity—the characters must begin
              Interactions in D&D are much like interactions in real   the rest again to gain any benefit from it.
            life. If you can offer NPCs something they want, threaten     At the end of a long rest, a character regains all lost
            them with something they fear, or play on their sympa-  hit points. The character also regains spent Hit Dice, up
            thies and goals, you can use words to get almost anything   to a number of dice equal to half of the character’s total
            you want. On the other hand, if you insult a proud warrior   number of them (minimum of one die). For example, if a
            or speak ill of a noble’s allies, your efforts to convince or   character has eight Hit Dice, he or she can regain four
            deceive will fall short.                           spent Hit Dice upon finishing a long rest.
                                                                 A character can’t benefit from more than one long rest
            Ability Checks                                     in a 24-hour period, and a character must have at least
                                                               1 hit point at the start of the rest to gain its benefits.
            In addition to roleplaying, ability checks are key in deter-
                                                               Between Adventures
            mining the outcome of an interaction.
              Your roleplaying efforts can alter an NPC’s attitude, but
            there might still be an element of chance in the situation.   Between trips to dungeons and battles against ancient
            For example, your DM can call for a Charisma check at   evils, adventurers need time to rest, recuperate, and
            any point during an interaction if he or she wants the dice   prepare for their next adventure. Many adventurers also
            to play a role in determining an NPC’s reactions. Other   use this time to perform other tasks, such as crafting
            checks might be appropriate in certain situations, at your   arms and armor, performing research, or spending
            DM’s discretion.                                   their hard-earned gold.
              Pay attention to your skill proficiencies when thinking     In some cases, the passage of time is something that
            of how you want to interact with an NPC, and stack the   occurs with little fanfare or description. When starting a
            deck in your favor by using an approach that relies on   new adventure, the DM might simply declare that a cer-
            your best bonuses and skills. If the group needs to trick a   tain amount of time has passed and allow you to describe
            guard into letting them into a castle, the rogue who is pro-  in general terms what your character has
            ficient in Deception is the best bet to lead the discussion.   been doing. At other times, the DM might want to keep
            When negotiating for a hostage’s release, the cleric with   track of just how much time is passing as events beyond
            Persuasion should do most of the talking.          your perception stay in motion.






                                                                                        Chapter 8: Adventuring
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                           D&D Basic Rules (Version 1.0). Not for resale. Permission granted to print and photocopy this document for personal use only.
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